I see you updated the Hibiki section again, Hellion. Good job. :tup:
(although Ryu is still stylin’ and I’m getting tired of looking at that)
I edited your “Super Combos” section a little if you don’t mind also.
Nick T is right in that everything is looking a little messy though. I didn’t think that all the different grooves would require so many different sections to talk about, but I guess it does since K-Hibiki and A-Hibiki pretty much aren’t even the same characters.
K-Hibiki is the most commonly used Hibiki after A-groove and probably the second strongest I think…
… so it would be really great if you could talk about how useful the run is and other K/N tactics.
Hibiki’s run, skid animation is really short and deceptive looking. He does kick throw to knock you down, then he fakes and it totally looks like he’s going to do meaty cross-up running slash on you (that you need to block the other way), but in fact he did the f, f run and skid, throws you JUST as you get up. Very cheesy and hard to react to.
After a tech throw, d.LK, d.LP xx qcb, hcf+P super.
-d.LK, d.LK (blocked), run right up to your face, d.LK, d.LK, d.LK xx Deadly Rave.
The frame advantage from the d.LK is one of the best things about Hibiki, and again, it’s tricky how the run looks exactly like the Running Slash move.
d.LP is the longest ranged move in the game that gives frame advantage I think (longer range than Rolento’s d.LP?). When used with the run, you can lock opponents down along from max range and it’s really annoying. If the opponent spazzes on roll, you get a free low short combo since your d.LP is completely safe against rolls. Train the opponent to get used to your running jabs, and then you can be more bold next time and run in closer for a low short attempt. Counter hit or catch them trying to walk back, you hit confirm into a super every time.
I forgot to write in my previous posts that Sakura players like to spam on dive kicks to build up their meter.
One of the FIRST things a Hibiki player is going to encounter is the matchup is knowing how to make Sakura cut that out, so add that to your strategy section also.
I know A-Hibiki can RC Slash the dive kicks for free and score a knockdown. Rolento gets a free far s.MP anti-air, and Sagat can punch her in the face. I don’t play K-Hibiki enough to know what her counter to the whiffed dive kick is though.
If you’re going to be typing up stuff in this forum again, how about some info in the Kyo wiki?
P, K, and N are all very competitive grooves for him I think and I’d love read about them some more, even if they’re just basics or whatever.